Development of Interactive Flipbook Game Media Based on Cheerful Twin Cards to Train the Memory of Students at SMP Negeri 17 Medan
Abstract
Memory is one of the cognitive abilities that plays an important role in the success of the student's learning process. However, many students still have difficulty recalling the material they have learned and easily forget new information. This study aims to develop an Interactive Flipbook game media based on Cheerful Twin Cards to help train the memory of junior high school students and determine the level of feasibility and practicality. This study uses the Research and Development (R&D) method with a 4D development model that includes Define, Design, and Develop stages. The research subjects consisted of 19 students of UPT SMP Negeri 17 Medan. Data collection was carried out through a needs analysis questionnaire, material expert validation, media expert validation, BK Teacher response questionnaire and student practicality questionnaire. The results of the study showed that the developed media obtained a percentage of material expert validation of 89 % with a very feasible category and media expert validation of 80.33% with a feasible category, the results of BK Teacher responses were 89 .33 with a very feasible category. Meanwhile, the practicality test yielded an average score of 89.8%, categorized as very practical. These findings indicate that the interactive flipbook game based on the Cheerful Twin Cards has excellent feasibility and practicality for use in guidance and counseling services and learning activities. Therefore, the developed media can be an alternative learning medium that is engaging, interactive, and can help train students' memory.
References
Amelia Septiani, & Waluya, AI (2024). Training concentration and memory using the memory games method for 3rd grade students at SDN Payungsari 1. Student Community Service Journal, 1 (4).
Anggraini, A., Kurniawan, H., & Junaidi, S. (2025). Development of the Android-based SISKOM Adventure educational game for informatics class X at SMK Negeri 2 Padang Panjang. JATI (Journal of Informatics Engineering Students), 9 (3), 3750–3756. https://doi.org/10.36040/jati.v9i3.13382
Annisa, R., Subali, B., & Heryanto, WP (2018). Improving student memory and learning outcomes with the mind mapping method on dynamic electricity. Journal of Education (Theory and Practice), 3 (1), 19–23. https://doi.org/10.26740/jp.v3n1.p19-23
Ade Rahayu. (2025). Research and Development (R&D) Methods: Definition, Types, and Stages. DIAJAR: Journal of Education and Learning , 4 (3), 459–470. https://doi.org/10.54259/diajar.v4i3.5092
Ali, A., Dea Venica, S., Aini, W., & Faisal Hidayat, A. (2025). The Effectiveness of Interactive Learning Media in Increasing Elementary School Students' Interest and Motivation to Learn. Journal of Information System and Education Development , 3 (1), 1–6. https://doi.org/10.62386/jised.v3i1.115
Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd ed.). Lawrence Erlbaum Associates.
Dina Sukma. (2021). General Psychology (Diah Safitri, Ed.). PT RagaGrafindo Persada.
Enni Setyorini, Sukarmin, & Harlita. (2024). The Effectiveness of Using Flipbooks as Interactive Learning Media in Senior High Schools/Vocational High Schools: A Literature Review. Proceedings of the Biology Education Conference , 21 .
Ermalinda, & Nuraeni, I. (2023). Improving students' memory through the quantum quotient strategy in Islamic religious education learning at Tasa XV State Elementary School, Lais District, Musi Banyuasin Regency. Journal of Islamic Education and Studies, 5 (2).
Field, A. (2018). Discovering statistics using IBM SPSS statistics (5th ed.). Sage Publications.
Fraenkel, J.R., Wallen, N.E., & Hyun, H.H. (2012). How to design and evaluate research in education (8th ed.). McGraw-Hill.
Kristanto, L., Prestiliano, J., & Prasida, T. (2019). Designing a card game to introduce plastic for children aged 9–12 years with memory mechanics. Andharupa: Journal of Visual Communication Design & Multimedia, 5 (2), 291–306. https://doi.org/10.33633/andharupa.v5i2.2363
Lestari, N. (2023). Development of interactive educational media based on Flipbook Maker in an effort to prevent stunting. Journal of Information Technology and Vocational Education, 5 (1), 126–135. https://doi.org/10.23960/jptiv.v5i1.27726
Mahadi, G., Ahammad, G., & Abdi, A. (2025). Spot It! A mathematical approach to offline games—Reducing screen time and enhancing cognitive development in children. RA Journal of Applied Research, 11 (3). https://doi.org/10.47191/rajar/v11i3.04
Nabila, A., Armin, A., & Hartono, E. (2020). Tembung Aran educational game using Unity game engine tools. Bina Insani ICT Journal, 7 (2), 135–144. https://doi.org/10.51211/biict.v7i2.1406
Nurazizah, S., Damayanti, M., Ramadhani, M., & Nuraeni, A. (2025). Development of a Canva and Heyzine-based digital flipbook on the appreciation of Asmaul Husna (An-Nafi) in the use of technology in accordance with Islamic law. Jurnal Petisi (Information Technology Education), 6 (2), 95–105. https://doi.org/10.36232/jurnalpetisi.v6i2.2028
Pratama, A. (2024). Development of flipbook learning media as a literacy enhancer in the subject of basic software and game development. Joined Journal (Journal of Informatics Education), 7 (2), 179–188. https://doi.org/10.31331/joined.v7i2.3551
Purwidiantoro, M., & Hadi, W. (2020). Educational board game architecture as an element of learning gamification to build active participation, motivation, and student learning interest. Joined Journal (Journal of Informatics Education), 3 (2), 9–18. https://doi.org/10.31331/joined.v3i2.1420
Putri, R., Uchtiawati, S., Fauziyah, N., & Huda, S. (2020). Development of interactive learning media flip-book using Kvisoft Flipbook Maker based on local cultural arts. Innovation Research Journal, 1 (1), 55–64. https://doi.org/10.30587/innovation.v1i1.1442
Rosa, E., Sundari, S., Ambarwati, E., Suryandari, G., Rochmawati, E., & Suryanto, F. (2023). E-matching card to improve cooperation and cognitive abilities among nursing students. Indonesian Nursing Journal, 26 (2), 89–96. https://doi.org/10.7454/jki.v26i2.1136
Raymond, R., Suhatman, R., & Dewi, M. (2018). Development of a Memory Training Game to Improve Short Term Memory (STM) in Junior High School Students Using Speech Recognition (Case Study: Dharma Loka Junior High School, Pekanbaru). National Journal of Technology and Information Systems , 4 (2), 61–72. https://doi.org/10.25077/teknosi.v4i2.2018.61-72
R ustam aji rochmat, supriadi, voni yandri malelak, listiani dewi hartika, hafizah nur, & merly erlina. (2025). psychology of communication (free dirga dwatra, ed.). get press indonesia
Riduwan. (2008). Measurement scale of research variables (Warsiman, Ed.). Alfabeta.
Risnita, Sofwatillah, Jailani, MS, & Saksitha, DA (2024). Quantitative and Qualitative Data Analysis Techniques in. Genta Mulia Journal , 15 (2), 79–91. https://ejournal.stkipbbm.ac.id/index.php/gm
Sapta, A., Marchi, R., & Gafur, A. (2022). The effectiveness of using the number line hopscotch game in learning. Jurnal Mathematic Paedagogik, 7 (1), 87–92. https://doi.org/10.36294/jmp.v7i1.2818
Salsabella, S., Iriani, T., & Saleh, R. (2022). Journal of Education and Counseling . 4 , 2036–2039.
Sihombing, B. (2024). 4D Development Model (Define, Design, Develop, and Disseminate) in Islamic Education Learning. Journal of Islamic Education El Madani, 4(1), 11-19. 4 , 11–19.
Sugiyono. (2016). Educational research methods: quantitative, qualitative, and R&D approaches . Alfabeta.
Waruwu, M. (2024). Research and Development (R&D) Methods: Concepts, Types, Stages, and Advantages. Scientific Journal of Educational Professions , 9 (2), 1220–1230. https://doi.org/10.29303/jipp.v9i2.2141

















Contact Person +6282139474255
Email : ijevss@citakonsultindo.or.id / editor.ijevss@gmail.com